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I have organised all the mod folders and fixed all the faction info(ver 1.18).Now it looks like it should Now i need to recreate hero specialities and everything is done.Hero biographies need to be done,if you want you can post some of them here guys.Im not good at thinking off stories (And too lazy to put them on paper btw )

Write here something like "NO_TEXT" and the biographies are done.
Nobody reads them.

Maybe you will convert other H2 towns same way?
Seems you throught out good process.

Quote:Write here something like "NO_TEXT" and the biographies are done.

I already did that Well I thought that someone might actually want them or to give some biography to these heroes.This thread is also for that

Quote: Maybe you will convert other H2 towns same way?
Seems you throught out good process.

I also have my own life lol,this is not a job for a day or two.If 3DO paid me for it then why not,but for now I would just want to perfect this town bit by bit So probably no new towns in nearest future Sorry ^^

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I also have my own life lol,this is not a job for a day or two.If 3DO paid me for it then why not,but for now I would just want to perfect this town bit by bit So probably no new towns in nearest future Sorry ^^

This is understandable. I only questioned. Cause you had good process done. There is no really need to make heroes for new towns or struggle to make creatures and balance them, main thing, I think, is to make town screens, modders will do other things.

Ye But i still fell like doing something with this town.I would like to play with this town also so i made also the creatures.Just yesterday i played with this town with my friend to see how it feels to play this city.Its really nice from what i played but i saw its good to turn off hill fort ( the map biulding that upgrades creatures )in wog options because its too overpowered with this city.The hight costs for 2nd level upgrades are for a reason.As for other things I hope people of various playing skill will judge which stats ,costs are worth adjusting and write about it here

Hy, I've been thinking to create a mod myself and that is on of the things that's puzzling me how do I extablish the cost of the creatures.
Isn't there some kind of guide or golden rule to establish it?

Quote:Hy, I've been thinking to create a mod myself and that is on of the things that's puzzling me how do I extablish the cost of the creatures.
Isn't there some kind of guide or golden rule to establish it?

Take costs of units of standard town similar to yours. And change it slightly.
It will be close to balance then.

Well i check it again,i probably changed everything too much with the creature names.Im using GrepWin program for batch text edit.Very cool for for making changes in json files but now it probably did too much

Well i check it again,i probably changed everything too much with the creature names.Im using GrepWin program for batch text edit.Very cool for for making changes in json files but now it probably did too much

This happens also when creature has other faction then "abode".
Check if all degrades of creatures have "faction":"abode"

Well actually it was creature names,they made an error in some way.I fixed that these are called in json files for example "Pixies of Abode" and not "Pixies".I saw that when i named them the same as original Pixies i could easily join them with pixies from conflux but the game was overwriting all the information from the original pixies.So for example changing pixie costs,stats,dwelling cost in json files didnt change anything as the game took everything from the original pixies stats.After my change of names it will be impossible to join them in the same stack with creatures of rampart or conflux but at least it will be possible to adjust everything and i think its more important.The new 1.19 version is ready to download

We can use the bridge next to the market for Troll Bridge.
The place where is the Statue(Magic Elemental's) can be used for Crystal Garden->Crystal Statue
The Stonehenge can be put at the Water Elemental place.
The Thieves' can be put at the Earth Elemental's.
The Aurora Borealis can be used to place Boreal Lights->Raibow Lights for Spirit/Rainbow Dragons.
The Fire Elemental's can be used for Sharpshooter's like the HoL mod.
We can use the Pyre's place for the Grail Building.
The Thatched Hut is positioned good at HoL's but I will try to make a Hobbit Home version.
The University can be used for Lv7 Dwelling(Quartz Fort->Amethyst Keep from Grove Town).

Is it only me or does this post seem out of place ? I dont get it Well btw Im not planning to make anything at the moment.The summer weather is too nice for me to resist doing other things .Well the town and creatures are done anyway,feel free to to test it.Every opinion,criticism counts

Lord_Immortal said:No, it's that I find strange a town with outdated graphics, excisting creatures and 6 tiers.
It's a great idea, a great theme, and I love it just like it is, but I still find it... simply weird...

There is no outdating for HMM2 graphics.

I think in some future to make HMM1 towns for VCMI, this is more weird idea, I think

I just got an email from Macron who converted the town file structure to VCMI 0.93 version.Very cool job indeed.Here's the screen from mod loading,everything nice and tidy.No warning infos except a warning about building 23 which is water animation if i remember well.

I checked the mod and works really nice.I uploaded the update as 1.21 version

Warmonger said:Good job. How does that town work with Conflux and Rampart from original game?

This works as separate,additional town.As with any individual town,the creatures from Abode cant be joined in same stack with creatures from Conflux or Rampart.Setting them as same creatures influences their individual stats so it cant be done.Maybe in some later VCMI version it will be possible...who knows....